✨ implement unified tile system (Issue #14)
- Tree seedlings: plant tree_seed on grass via farming tool; two-stage growth (sprout → sapling → young tree, ~1 min/stage); matures into a harvestable FOREST resource tile - Tile recovery: Nisse chops start a 5-min DARK_GRASS→GRASS timer; terrain canvas updated live via WorldSystem.refreshTerrainTile() - New TreeSeedlingSystem manages sprites, growth ticking, maturation - BootScene generates seedling_0/1/2 textures procedurally - FarmingSystem adds tree_seed to tool cycle (F key) - Stockpile panel shows tree_seed (default: 5); panel height adjusted - StateManager v5: treeSeedlings + tileRecovery in WorldState - WorldSystem uses CanvasTexture for live single-pixel updates Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -46,5 +46,11 @@ export const VILLAGER_NAMES = [
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'Orla','Pike','Quinn','Rook','Sera','Tull','Uma','Vex',
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]
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export const SAVE_KEY = 'tg_save_v4'
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export const SAVE_KEY = 'tg_save_v5'
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export const AUTOSAVE_INTERVAL = 30_000
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/** Milliseconds for one tree-seedling stage to advance (two stages = full tree). */
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export const TREE_SEEDLING_STAGE_MS = 60_000 // 1 min per stage → 2 min total
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/** Milliseconds before a bare DARK_GRASS tile (after tree felling) reverts to GRASS. */
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export const TILE_RECOVERY_MS = 300_000 // 5 minutes
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